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PBR Mesh now takes its base colour as one RGBA colour and its emission as a colour times Emissive strength, instead of separate channel sliders. The score carries the same values in the new inlets and renders identically. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01JeL19ofVgPe9u9q7J1V9ex
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PBR Mesh in score now takes its base colour as one RGBA colour control and its emission as a colour times Emissive strength (0–100), instead of the separate Color R/G/B/A and Emissive R/G/B sliders. Inlet layout: 5 Color, 6 Metallic, 7 Roughness, 8 Emissive, 9 Emissive strength, 10–12 Position/Rotation/Scale.
This updates
assets/scores/examples/3d/custom-pbr.scoreto that layout with the same values (only the PBR Mesh process's inlets change). Rendered with the previous binary on the old file and with the new binary on this file: identical (mean |d| = 0).Merge together with the score change (branch gfx/shading-tiers, commit d6eabaedde "threedim: PBR Mesh takes its base and emissive colours from colour controls"); before it lands, this score loads with default colours.
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https://claude.ai/code/session_01JeL19ofVgPe9u9q7J1V9ex